Sooo anyway, the model format is all open so anyone can make their own characters, define its special moves, and import it into the game easily...so you can see the potential in this game if people out there contribute.

The game is obviously still VERY early in dev, but we already have it up and running, playable too I guess. As you can see from the screenshot we havent got time for any graphical work ATM but if there are any artists out there who want to contribute we NEED people who can model, draw textures (for models, HUD, menus etc) ...fuck we need people from all areas really...sound..music... if you feel you can offer us something come tell us (#a-shock on efnet or find our X-S forum)

Heres a screenshot of the game currently running, obviously its pretty fugly atm so if you can do better come help us out

tNCecil that is fucking awesome. what youll need to do is make the back of the bar seperate, the color bar will be done in code instead of drawn (so we can change its color nicely)...and the sonic face and name would have to be seperate, then we can combine them all in code to match that image....fucking awesome work tho

heyid be willing to help out with levels. id be able to beta test as well (soon as i get ma xbox fixed which will be in a few days).i could probably help with the music aswell ( my mate could aswell because he is great at using multi track sequencers and stuff).

if anyone wants to make stages, you basically lay down a scene in 3d studio max, then my export plugin will export it in the proper format. It has support for reusing models and textures. The models are stored in a compact binary format and an XML file is used to keep track of positions, rotations, textures, etc. Have to ask shizno about the scale, but I think the characters are like 120 units wide, could be way off.

The exporter uses the underscore character, "_" , to know when objects are duplicated in the scene. So if you want say, multiple copies of the same rock, you make Rock_01, Rock, Rock_2345 and only Rock.bin will be exported and all the <object> instances in the XML file will point at Rock.bin .

Bump mapping should be supported in the future if there's a stage that looks much better with it on. Animation is another posibility, constant rotations or objects that travel around a spline path are do-able.

I would try to keep the total texture usage under 10 megs (uncompressed, no penalty for reusing textures from another object) .

Polycount can be fairly high, but I'm not sure if you even need to make two sided areas since the camera does not change rotation yet.